This page contains a theory part and a guide.
The guide section of this page has been created in the context of First Person Perspective Fixes: #editing-the-.mesh. It will show you how to split a mesh into submeshes (or how to alternatively delete these parts of the mesh).
If you run into problems, check Troubleshooting your mesh edits, or consult the .
For more information about this see Submeshes, Materials and Chunks and the section #submeshes-in-blender
To learn how you can use them for appearance management, check #chunkmasks-partially-hiding-meshes
For more information on splitting meshes, you can check this guide.
You have the Wolvenkit Blender IO Suite and a compatible version of Blender installed.
Open Blender and create a new General file.
Optional, but recommended: delete everything in the file. In the scene collection in the top right, right click on “Collection” and click “Delete Hierarchy,” as we don't need these.
Press File → Import → Cyberpunk GLTF and browse to your .glb file.
Import the file (default settings).
Directly after importing the mesh, Blender will be in Object Mode.
Your item should appear in the 3D viewport now. Use the camera controls to the left of the scene collection (or mouse/keyboard shortcuts if you're familiar with them) to get a better view of the item.
In the scene collection, find the newly-added collection and expand the armature
You will see the item's meshes (which correspond to Wolvenkit's submeshes as defined by name).
My jacket only has one submesh. Your item might have more.
In the scene collection, select all the submeshes of your item
click on the first, then shift-click on the last
Now, select the parts of your mesh that you want to split off (or delete). If you have never done that, read the section below before starting, as it can save you a lot of time.
Selecting with the shift
key held down will let you add to a selection. Holding the ctrl
key will let you subtract from it.
There are four select tools (hotkey to cycle them: w
), which you can select in the toolbar on the left by holding the first panel.
You can turn on x-ray mode (hotkey: alt+z
) to select things on both sides of the mesh
Keys on your numpad will set the cameera to e.g. profile or top view. Try around!
Switch to Edit Mode (keyboard shortcut: Tab
)
Click in the 3D viewport next to your mesh to deselect everything. Use the camera controls to get close to what you want to select. In my example, it's going to be the entire collar.
Start by selecting a single vertex on the part that you want to get rid of.
Press Ctrl + L (select linked)
If you're lucky, it will select what you want. If not, undo (shortcut: Ctrl+Z
) and select things by hand.
Once you have made your selection, decide how to proceed: either by #splitting-off-submeshes or by #deleting-vertices.
TODO: This needs a screenshot or two
Split
your selection (shortcut: P
)
You will now have (a) new mesh(es) in Blender. Those are your future new submeshes
Each will be named original_mesh_name.001
Rename each of them, following the naming schema from the original meshes:
The value for index corresponds to your submesh index in Wolvenkit, so this is how you can re-order them.
The number after LOD determines the level of detail of your mesh. By default, you will want to stick to 0.
After you have renamed all meshes, proceed to #exporting-from-blender.
This will irreversibly remove the corresponding geometry from the mesh. If you don't want that, see #splitting-off-submeshes instead.
At any point, you can press x
and select delete vertices
to remove parts of your mesh. In this example, we will delete the entire collar:
After your mesh is edited to your satisfaction:
If you're still in Edit mode: change back to object mode (shortcut: tab
)
The meshes should still be selected.
Hit File → Export → Cyberpunk GLB
Now, you can import your mesh into Wolvenkit.
Overwrite the .glb file that you imported, so that you can import it with Wolvenkit. If you are considering to do something else instead: